Showing Posts For Airfury.9435:
I found it interesting that you asked people to get over THEIR pride
I agree and disagree, lol
Yes you get too many points from loosing, but as you can’t really control it by yourself unless your in a tourney group…..
You come to the problem that MOBAs face with ELO systems. How to judge an invidual without judging the team he got thrown with unasked for? SPvP does a pretty bad job of it, because it awards the most points in games where everyone just runs around flipping every point 20times and occasionally zerging eachother down.
People are not getting poitns for participating in long teamfights over key central areas, the downed position is a major problem. In a teamfight, with the amount of CC + channel time to kill downed players, means that only the winning team is really getting player kill points. The player-made solution has been for Thiefs to finish from stealth (That that is even possible, and the attacking from stealth for extended time is bad design in itself imo though)however granting a small amount of points for downing, and than the full larger for finishing would seem to be the best course of action.
I disagree, from the perspective of a long time mmo PvPer who loves the mage role
Long CDs that are stupidly strong ruins balanced PvP as not your skill level, but whether or not that certain skill is available becomes the deciding factor. Personal knowledge of this as a mage, when those CDs are single target nukes that obliterate 80-100% health or full heals for my entire team always seemed ridiculous to me.
I don’t want to go into a fight saying “I know I will win, not because I am better, but because I have my auto-win 10min CD skill up.” or “I hope this guy doesn’t have the 5min CD 10seconds of invulnerability skill up, otherwise this could be a fun fight.”
Big CDs are fine in MOBAs where timing is everything, but in an mmo when you just want to be constantly going all out, and positioning and comboing are the primary skill factors, I don’t want autowin CDs.
Concerning your delayed skills problem, what that is from my expierence, is the natural delay from that happens in every mmo, that is between your screen, and your opponent is now showing on yours in GW2 and is more exaggerated. This is good because, it is not like other mmos, where every skill is going to it. If you have ever played top RPGs from Zelda to Elder Scrolls, you know that animations delay effects to allow for player reactions. GW2 is doing that same which I think is great, allowing for a player to react to that incoming 100 Blades and dodge out of there or use an escape skill.
About variety in champs……I can fully agree that all of the mainhand pistols/rifles/bows/longbows across the professions are pretty standard and boring and the same. However if you look at other weapons, such as Guardian Stafff, to Mesmer Staff, to Elementalist Staff, to Necromancer Staff you see the uniqueness of this game.
You go from creating physical walls only for opposing players and shooting exploding healing orbs, to casting bouncing chaos orbs that apply conditions and boons and creating shields, to calling down fire storms and erupting lava from the ground, to putting down traps that have different effects on allies and enemies when triggered.
1 Weapon, 4 Different Professions, and at least 10 different ways to play with it through traits and 7-9 skills.
Seems unique to me.
Havn’t read all the responses, so don’t want to make repetitive suggestions, but I do agree that it needs serious work.
Channeling stealth is just bad lol.